Lightbearer Warrior-Mage (Zar-Dom)
Description: The Zar-dom is a the back bone of a army of lightbearers they are train at a early
age and receive the lightbearer gifts at a early age too. The Lightbearers are trying to
organize a army to destroy the horrors. the Zar-Dom are capable of Fighting, and Casting Spells.
There leaders keep sharp eye on there soldiers. Because if one goes and rejects from the there
system they need to get rid of the problem. They also cast elementalist spells and learn them at
the same rate. The Zar-Dom are taught first cirlce talents, then there are ask if they wish to
go adventure for a while. By the time they reach circle 5 there leader comes and finds them so
they can be taught and train for the army from circle 5-10 they ask to preform certain task for
there leaders like kill a horror here or there.
Important Attributes: Str,Dex,Per, and Will
Racial Restrictions: None
Artisan Skills: Robe Embroidery, and Runic Carving
Starting Items: Magic iron That Burns the onwers symbol in there palm of there hand, it makes
them loyal to the Lightbearers
Karma Ritual: they Meditate on the great Pattern and figure out away to make there life as bright
as it. By doing minior and major good deeds to any one for no price.
First Circle
Lightbearer Spellcasting(Zar-Dom)
Melee Weapons Thread Weaving(Elemntalisn)
Spell Matrix Karma Ritual
Second Circle
Durability Spell Matrix
UnArmed Combat
Third Circle
Air Speak Avoid Blow
Fourth Circle
+1 Ininitive
Elemental Hold Down Strike
Spell Matrix
Fifth Circle
+1 Recovery test
Gliding Stride Will-Force
Sixth Circle
+2 Physical Defense Rating
Life Check Missle Weapons
Seventh Circle
Locate Horror, Ability of locating horror once activated stayes activated.
Cost 10 Points Strain to activated. 1 point to use to locate at additonal 100 ft. base raudis is
100 ft
Enchaned Matrix Reshape object
Eight Circle
Enchanced Matrix Spirit Strike
Ninth Circle
Spell Defense +3
Second Attack Missle Twister
Cat's Paw
Tenth Cirlce
Protection Sphere: Genarates a Sphere that is 10ft x 10ft. It Absorbs step
20 Damage. For every 3 points of straint it increase the sphere by 5ft or genrates another 3
steps. The activation cost is a whopping 25 points of strain. once this is
payed once it will only cost 5 points strain to activate and the caster can change the size of
the sphere at will (anywhere from 1-10 feet unless pay strain). Armor rating is 1/2 of the total
spheres steps. phyiscal defense=to the casters
Body Blade Plant Shelter
Eleventh Circle
+3 physical defense rating
Summoning & Summoning Circle
Twelfth Circle
Cameleion Unmount
Thirteenth Circle
+2 Spell Defense
Astral Sight Stone Skin
Fourteenth Circle
+1 initive, +1 recovery
Muilt-Strike Earth Armor
Fifteenth Circle
+1 recovery
Hold Thread Vital Strike
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